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You know I tried it and in the end it doesn't really work. I mean, that is not the "correct" way to format a title. You get weird stuff such as the header "Count John of County of X" instead of the usual "Count John of X". You also get random dynasties with the likes of "John of County of X" and other such nonsense.

The way was doing it was correct, I just need someone to point out why exactly the custom title isn't working.

Let me see your sample code then. I can't help you without seeing it.
 
Ok, here is an example:

c_visconti Viscounty of Modrone Vizegrafschaft Modrone Viscondado de Modrone

You're missing the ; between each group. Proper formating should look like this:

Code:
c_visconti;Viscounty of Modrone;Vizegrafschaft Modrone;Viscondado de Modrone;;;;;;;;;;;;;x

Without the semi-colons separating each of them the code breaks and the game gets real wonky.
 
Greetings,

I was having difficulties with a small but somewhat important aspect of a personal mod I was working on. I created a historical characters document and was able to get all characters in game, with their appropriate titles and such, but I wasn't able to fully expand on the personal relationships of the characters as I would have liked to. I was unable to figure out how to add friends/rivals in the historical documents. I was wondering if
a) Such a thing is even possible? Is it possible to use the effects option of the character document to add friends or rivals?
b) If that is not possible, would the easiest solution to be to try to create an event that adds appropriate friendships and rivalries?
Attached is the characters document.
c) Is it possible to use the historical characters document to make a character join a society? I was hoping to have all the characters either in the Hermetic Society or Demon worshipers .
 

Attachments

  • pottermore.txt
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I was unable to figure out how to add friends/rivals in the historical documents. I was wondering if
a) Such a thing is even possible? Is it possible to use the effects option of the character document to add friends or rivals?
You're on the right track, just wrap add_friend etc. inside effect blocks like this:
Code:
762.9.1 = {
 effect = {
  add_friend = 13000011 #Ron
 }
762.10.31 = {
 effect = {
  add_friend = 13000025 #Herms
 }
}
762.12.25 = {
 effect = {
  add_artifact = cloak_of_invisibility
 }
}

Also keep in mind that if you name a character 'Hermione Granger', the risk is that any descendants will also be named that: 'Hermione Granger' will be treated as a compound first name.
If you don't want to give her a dynasty, consider using a nickname 'Granger' instead as those aren't inherited.

c) is also possible, use an effect again. The command you need is join_society = hermetics or the_satanists
Basically anything you can do inside a character scope in an event, can be done in an effect in a character history file.
 
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You're missing the ; between each group. Proper formating should look like this:

Code:
c_visconti;Viscounty of Modrone;Vizegrafschaft Modrone;Viscondado de Modrone;;;;;;;;;;;;;x

Without the semi-colons separating each of them the code breaks and the game gets real wonky.

That is in excel and is working as intended. I would like to make it work as a "title_prefix" in landed_titles though.
 
You're on the right track, just wrap add_friend etc. inside effect blocks like this:
Code:
762.9.1 = {
 effect = {
  add_friend = 13000011 #Ron
 }
762.10.31 = {
 effect = {
  add_friend = 13000025 #Herms
 }
}
762.12.25 = {
 effect = {
  add_artifact = cloak_of_invisibility
 }
}

Also keep in mind that if you name a character 'Hermione Granger', the risk is that any descendants will also be named that: 'Hermione Granger' will be treated as a compound first name.
If you don't want to give her a dynasty, consider using a nickname 'Granger' instead as those aren't inherited.

c) is also possible, use an effect again. The command you need is join_society = hermetics or the_satanists
Basically anything you can do inside a character scope in an event, can be done in an effect in a character history file.
Thank you very much for the advice, it is greatly appreciated. As for the custom nickname, would I need to work that into the nicknames file or is that possible to be just inserted directly into the character history file?
 
Thank you very much for the advice, it is greatly appreciated. As for the custom nickname, would I need to work that into the nicknames file or is that possible to be just inserted directly into the character history file?
You need to define it as a nickname in a nicknames file, add localization for it, and define it in a character history file.

Basically in a nickname file: nick_granger ={}
loc: nick_granger;Granger;;;;;;;;;;;;;x
and then in her history file: give_nickname = nick_granger

You can re-use nicks for multiple characters (if you add her parents), and by making sure the nickname has no conditions it will never be randomly set.
 
You need to define it as a nickname in a nicknames file, add localization for it, and define it in a character history file.

Basically in a nickname file: nick_granger ={}
loc: nick_granger;Granger;;;;;;;;;;;;;x
and then in her history file: give_nickname = nick_granger

You can re-use nicks for multiple characters (if you add her parents), and by making sure the nickname has no conditions it will never be randomly set.
Awesome, thank you very much. The help is tremendously appreciated.
 
Is there anything that would cause an event to fire exactly first of the month? In my Mod *some* event seems to be doing that.

There's a noticeable delay of 2-3 seconds on the 1st day of every month, like lots of events are firing, yet I cannot see any Events that should be doing it. The game is not auto-saving (it's set to yearly), but this has occurred repeatedly in multiple tests, and always happens on the same day.
 
Is there anything that would cause an event to fire exactly first of the month? In my Mod *some* event seems to be doing that.

There's a noticeable delay of 2-3 seconds on the 1st day of every month, like lots of events are firing, yet I cannot see any Events that should be doing it. The game is not auto-saving (it's set to yearly), but this has occurred repeatedly in multiple tests, and always happens on the same day.
on_actions random_events will be fired the first day of the next month they are valid (by weight_multiplier).
Most likely what you're noticing.
 
That is in excel and is working as intended. I would like to make it work as a "title_prefix" in landed_titles though.

Try reading this.

Code:
title_prefix key
Gives localization key for prefix to title name if non-standard (e.g. "Tribe of ...") 

NOTE: Currently only works on titles which have a culture set (using "culture = "; see above)

Example: title_prefix = "PREFIXKEY"

Like I said it's all localisation.
 
Try reading this.

Code:
title_prefix key
Gives localization key for prefix to title name if non-standard (e.g. "Tribe of ...")

NOTE: Currently only works on titles which have a culture set (using "culture = "; see above)

Example: title_prefix = "PREFIXKEY"

Like I said it's all localisation.

Exactly, but it doesn't work. For some reason all titular titles show up in the game without a prefix.

Funny thing is now I notice this has nothing to do with the custom title_prefix. When I put none, the titular titles also do not show up in the game as "duchy of" or "county of". I wonder if there is a way to fix it or if it is a bug.

Have you tried using the title_prefix thing for titular titles? Did it work?
 
Exactly, but it doesn't work. For some reason all titular titles show up in the game without a prefix.

Funny thing is now I notice this has nothing to do with the custom title_prefix. When I put none, the titular titles also do not show up in the game as "duchy of" or "county of". I wonder if there is a way to fix it or if it is a bug.

Have you tried using the title_prefix thing for titular titles? Did it work?

Nope, I never changed the title prefixes. I had no need to change them. For my titular titles I never used them.
 
May I get someone to check this code for any errors or how to handle it better? Thank you.

Code:
#Liege Notification of Kosher Violation
character_event = {
    id = Aliyah.401
    title = EVTNAME_Aliyah_401
    desc = EVTDESC_Aliyah_401
    picture = GFX_evt_throne_room
    border = GFX_event_normal_frame_religion
   
    is_triggered_only = no
   
    option = {
        name = EVTOPTA_Aliyah_401 #Repent send to next event
            FROM = {
                narrative_event = { EVTNAME_Aliyah_402 days = 2 }
            }   
        }
    option = {
        name = EVTOPTB_Aliyah_401 #Ruler helps with purity and sends to next event. Ruler must have kind, zealous, or charitable traits
            FROM = {
                narrative_event = { EVTNAME_Aliyah_403 days = 2 }
                trigger = {
                    ROOT = {
                        OR = {
                            trait = kind
                            trait = zealous
                            trait = charitable
                        }
                    }
                }
            }
    }
    option = {
        name = EVTOPTC_Aliyah_401 #Execution which gives a piety boost, but incurs tyranny and a chance to get the cruel trait
            FROM = {
                death = { death_reason = death_execution killer = ROOT }
                random = {
                    chance = 0.25
                    modifier = {
                        factor = 0.05
                        has_heresies = yes
                    }
                    modifier = {
                        factor = 0.05
                        has_secret_religion = yes
                    }
                    modifier = {
                        factor = 0.1
                        is_devil_worshiper = yes
                    }
                    modifier = {
                        factor = -0.05
                        trait = kind
                    }
                }
               
                global_revolt_risk = 0.025
                global_tax_modifier = -0.025
                add_trait = cruel
                random = {
                    chance = 0.25
                    remove_trait = kind
                }
                random = {
                    chance = 0.25
                    remove_trait = charitable
                }
            }
        }
           
    option = {
        name = EVTOPTD_Aliyah_401 #Send them on a pilgrimage to remove the sinful trait
            FROM = {
                narrative_event = { EVTNAME_Aliyah_404 days = 2 }
                trigger = {
                    ROOT = {
                        OR = {
                            trait = kind
                            trait = zealous
                            trait = charitable
                        }
                    }
                }
            }
    }   
}

What it is supposed to do is check if a vassal/character under the player has a sin. Upon being found the ruler is presented with several options on how to resolve it.
 
what have i done wrong this time?
Code:
character_event = {
    id = star.5
    hide_window = yes
    is_triggered_only = yes
  
trigger = {
         top_liege = {
            OR = {
            has_landed_title = e_byzantium
            has_landed_title = e_roman_empire
            }
            }
            }         
            immediate = {
          any_realm_province  = {  add_province_modifier = standing_army_province
           duration = 365}
}
}